Jump to content

Kwakkelde Kwak

Resident
  • Posts

    2,879
  • Joined

  • Last visited

Posts posted by Kwakkelde Kwak


  1. Medhue Simoni wrote:

    Now, my technical knowledge falls off from here, but I've heard that morphs, or blend shapes would add a significant amount of data that would need to be shared amongst everyone. Who knows, there might be a good way to handle that. All I'm saying is, that there are many new and different ways that default avatar could work.


    I wouldn't know how the coding looks behind the process, but morphs are a bit like prims. Instead of having to send the exact position of each vertex (like in a mesh) or each vertex weight (like in a rig) you share a number of very tiny things over the network. "This is a box", "x is a certain size", "twist is this much". The box itself is stored locally with the installation of SL. Same with a morph: "this is morph long nose", "value is 10". The morph has to be stored locally. If the morphs were handled server side, the network load would rise enormously, since there wouldn't be a shared morph or a shared default avatar shape, but a unique avatar shape for every little change and for every new avatar that comes into view. So sharing user created morphs would obviously not work, morphing server side sounds difficult but might be possible. I'd expect a huge performance hit though.

    I think for 40k you can easily hire an artist you can work with. With a contest, you'd probably spend a multifold of that just to look at all the entries, let alone finding the best one (You'd need to hire professional artists to judge/test the models btw, not programmers). I think it might work with a pre-selection, where the contenders are chosen in advance. That's not uncommon.


  2. Perrie Juran wrote:

    CHUI is the ultimate proof of this.  The fact that CHUI almost went live with out a chat bar and that we had to explain to them why the Chat Bar was needed  was proof enough.

    What's a chat bar?!

  3. I had a passively cooled card on my previous computer. I can tell you that card didn't last long. Nor did its successor (the same card) do very well, with temps shooting from ambient to over 80°C in seconds. I fixed that by placing a case fan right on top the card.

    I'd never go with passive cooling again. If you want to be fancy, water cooling is less noisy. If you can get the airflow in the case right (preferrably one "duct" dedicated to your GPU), a passively cooled card with some big low speed case fans might work as well.


  4. Gaia Clary wrote:

     

    However i am not sure why someone would want to do that.

    Apparently because the OP prefers a single attachment over two seperate ones, that way you can save an attachment point and possibly a (very small) script. Personally I'd go with unrigged mesh as well for editability.

    I wonder if rigged mesh (done this way) has a negative impact on performance, compared to unrigged mesh.


  5. britnibritt wrote:

     

    I'm not sure why the 3D programs I'm using matter because I need understanding on what to do afterwards. But Im using Maya and Zbrush. Where can I find the collision skeleton at? This includes looking around and smiling?

    That's exactly why I asked. Your issues go a bit further than the "after" part, that much was clear earlier. Cathy Foil made Mayafit. I'm sure she'll visit and point you in the right direction. I use Mudbox instead of zBrush and would strongly advice only to use it for creating high poly models for normal map projection.


    The rigs I saw from SL didn't include eye locators. If I move the eye or eyelash placement how does it animate it in SL?


    All rigs I know have eye bones, no idea which ones you found, but without them you'll be unable to upload your avatar in the first place.

    If you want to move the eyes for some obscure reason, you'll need to include the bones in the SL importer. Replacement eyes you can rig to the eye bones. (Yes that sounds silly).


    Is there anything I should anything else I should be aware of? Does topology matter? Do I need different body sections? Right now I used the "Ruth" base mesh but she was split into different sections, so I merged her. I would like to do a better job on topology if possible.

    Of course topology matters and it would be quite pointless to upload the ruth avatar as rigged mesh. The only reason to upload a mesh avatar would be because it is better than the standard avatar. Many creators seem to think more polygons is better, but of course you could be a bit more sensible and make an avatar that animates better or is easier to texture. You don't need different body sections, unless you want to be able to mix and match different parts. (see my comment about the Slink feet)


    Is there a special method to importing your character and having it be your new body? I have 0$ as well because I am new.

    All you need to do is upload and wear your avatar mesh and make a full alpha "clothing piece" to hide your default avatar.

    The upload will cost some L$, but you can test for free on the beta grid (Aditi).


    Also Slink feet?!?!? Whaaaaat is that and how do I make mine compatible? Do you guys use base meshes or just do whatever you want?

    Slink feet are replacement feet for the default avatar, exactly the same what you want to do, but only a small part. They are lined up with the SL avatar on the UV seam of the feet if I'm not mistaken. So to make your avatar compatible with them, make your feet a seperate material you can hide or preferrably a seperate object you can detach.

    For my rigged mesh doodles I use a heavily modified SL avatar. By now it's so different in topology I could and maybe should have built a new one from scratch.


  6. ChinRey wrote:

    If so, physics shape none sholdn't cause any increrase in land impact - it might actually reduce the LI. (Better test it in sandbox first to be absolutely sure though.)

    You can see what the effect will be for "prim" shaped physical objects according to the new calculation in advance.

    Just edit the object you want to change, then click "more info". The highest of the three numbers will be the new landimpact after the change. Setting any prim to "convex hull" or "none" can only lower that number.

    If you want to fool around with different setups, a sandbox is the place to go to, but you can at least get an indication in advance.

  7. First of all it would be very helpful if you could post what kind of software you are using.


    britnibritt wrote:

    I've seen a lot of the how-to's but I still don't understand what they're talking about.

    What don't you understand before we all repeat exactly what you don't understand?


    You need a special SL to upload meshes?


    As far as I know you can upload in any viewer. You need to export your model as DAE file, then in SL you can upload a "model" in the "build" menu. This will open the import screen.


    What about the physic animations? Are they lost?


    If you rig to the skeleton bones, the physics will be lost. If you rig to the collision bones they will remain. So you'll need an SL skeleton with those included in your 3D program.

  8. If there are no weights, there is no rigging. It's as simpe as that.

    If you want the rigged shoes to keep their shape while the avatar is animated, you need to make sure every single vertice in the shoe has the same weight. So the weights for the left shoe will be 1.0 to the left foot bone, the weights for the right shoe will be 1.0 to the right foot bone.

    How to do that in Blender I don't know, I use another program.

  9. You didn't mention if you created fitted mesh or "normal" rigged mesh.

    Not that either is going to give you a perfect match....

    Rigged mesh won't change with all the SL sliders, fitted mesh won't move the same as the body does when moving the sliders.

    So if you don't use a mesh body (which will deform exactly like your clothing with both shape changes and animations) it's impossible to make a perfect match.

    Just get it as good as you can get it, then use an alpha mask if needed.

    If you want to build for one specific shape you can use normal rigged mesh and match the skin weights.

  10. I don't know all mesh bodies, but as far as I know, the majority will offer what are called "appliers". So contact the creators of the mesh bodies you are interested in for the possibilities. When you have a development kit or whatever they offer for adding to their bodies, you can use the SL template as a base for your tattoos.

    The mesh bodies I know have the same texture layout as the default avatar, so you absolutely do not have to build any mesh yourself. That also means they suffer from the same flaw, having mirrored arms. If you want to have unique left and right arms, you do need to build your own mesh, which is pretty much impossible to fit correctly. (and it will only fit one of the mesh avatars, not the lot)

  11. I have a question about performance versus creative tools/opportunity. (especially for the new platform)

    It worries me that the new platform will require the users to have a more powerful system. While we can all see the minimum requirements for Second Life, more or less an off the shelf office computer from 2005, we all know you need a superior system to that to have a pleasant if not bearable experience. Brand new high end computers struggle with SL how it is in many places.

    I love the ability to be able to build whatever we want, but my obvious concerns when mesh was introduced, as well as the new materials, were confirmed the very first second. While both these changes allow us to build more efficiently, they are abused to no end. We all know the objects (especially wearable ones) with millions of polygons, objects with 1024x1024 maps in every slot available (the number of those is also more or less unlimited with the "right" setup). LL changing the base avatars is (to me) and indication that mesh avatars shouldn't be promoted. To paint a picture: I have a mesh avatar that pretty much halves my framerate. It's not the most popular one (for various reasons), but it's widely used nonetheless.

    The same problems we have with scripts. There simply is no limit.

    So my question is this: How will this issue be handled on the new platform? If the standard is already higher (in impact on ones system), should we worry that only the highest of the highest spec computers will be able to allow us to have a normal experience?


  12. ChinRey wrote:

    What do you mean with "higher settings"? The high or the ultra in the graphics prefs? A normal map that looks sharp and clear in high graphics settings will often be barely noticeable at all with ultra high graphics since it's drowned in the shadow effects.

    I think you misunderstood what I said.

    By "lower" I mean anything without normal maps (up to "mid"), with "higher" I mean every setting showing normal maps.

    So as an example, to show bricks, I'd use a very small diffuse texture on a flat plane, seperating the brick from the mortar. With the normal map not only would I emphasise the shape of the brick (mortar a bit lower/deeper), but also add some grain to the brick itself. So the overall shape is visible without normal maps, but the detail is in the normal map.

    The same is the case for geometry, I'd build something resembling the shape in geometry, enough to make it more or less convincing, then use the normal map for extra detail such as tight corners.

    A glass plane for a medieval build I'd make completely flat and uniformly transparent (apart from the edges maybe, but not to give the impression of relief), then in the normal map I'd add some bumpiness.

    So all in all we might agree for the better part, depending on what you mean by "detail". I think you do need to suggest things in geometry and diffuse texture. But the normal map, I think, can be perfectly used for adding detail. Using a plain colour as diffuse map, then adding a normal map for showing the detail is not what I meant. Besides "texture" I often use baked in ambient occlusion in the diffuse map, but that won't show all the details of course.


  13. ChinRey wrote:

    Don't use normal maps to add details, only to emphasize ones that exist in the mesh or the texture

    I can't agree with that rule.

    Low graphics mean you don't get all the fancy stuff, in exchange for better performance. Adding all the detail in the geometry means lag. Adding all the detail in a texture can look bad on ultra settings, especially baked in specular details (and probably needs a larger texture, again creating lag). I'd say if a build looks acceptable on lower settings and great on higher settings, it's a success.

     

    • Thanks 1

  14. Xylphae wrote:

    Also,  no worries about the warning of selling  products with a student version.  I didn't mention anywhere about selling this product.. just making it  and placing it in SL to use for my self
    :)
    .


    That really doesn't change anything since you agreed to the following part in the Terms of Service:

    Except as otherwise described in any Additional Terms (such as a contest’s official rules) which will govern the submission of your User Content, you hereby grant to Linden Lab, and you agree to grant to Linden Lab, the non-exclusive, unrestricted, unconditional, unlimited, worldwide, irrevocable, perpetual, and cost-free right and license to use, copy, record, distribute, reproduce, disclose, modify, display, publicly perform, transmit, publish, broadcast, translate, make derivative works of, and sell, re-sell or sublicense (through multiple levels)(with respect to Second Life, Inworld or otherwise on the Service as permitted by you through your interactions with the Service), and otherwise exploit in any manner whatsoever, all or any portion of your User Content (and derivative works thereof), for any purpose whatsoever in all formats, on or through any media, software, formula, or medium now known or hereafter developed, and with any technology or devices now known or hereafter developed, and to advertise, market, and promote the same. You agree that the license includes the right to copy, analyze and use any of your Content as Linden Lab may deem necessary or desirable for purposes of debugging, testing, or providing support or development services in connection with the Service and future improvements to the Service. The license granted in this Section 2.3 is referred to as the "Service Content License."

     

    In other words, you grant Linden Lab rights to use your content commercially. Which is something you're not allowed to do.

    Maybe you can use openSim, I don't know their TOS.

  15. I won't be of much help, since I don't use Maya. However, I do use Autodesk products and I know second hand (luckily not first!) that they actively search and are not afraid to write you a hefty bill for using illegal or student software. I'm not talking about hundreds or even a couple of thousand dollars, I mean tens of thousands. So my advice would be to stop using your student version for SL or at least, so you'll be somewhat safer, to remove or adjust your picture.

    (This is assuming you don't have explicit permission from Autodesk to use your version for educational purposes in SL.)

     

    Never tried it, but in 3ds Max I'd try to match the seams as close as possible, then move all (or alternating) the UV vertices on the seams into the corresponding SL avatar position. I'd probably add some key points such as the nipples or belly button. all those now corresponding vertices I'd then pin. A quick peel will fill in the rest. If the results aren't satisfying, I'd pin some more vertices into position and peel again.

    Here's the quick workflow on a simple model:

    UV Match_01.png

    The top left is the target (you can use the SL templates for this). The bottom right is the UV of the new model.

     

     

    UV Match_02.png

    Move all verts to the correct position.

     

    UV Match_03.png

    Pin them into position. (I'm sure Maya has a function for that somewhere)

     

    UV Match_04.png

    Hit Quick peel (again I am sure Maya has something similar)

     

    UV Match_05.png

    The (wonderful :) ) model (with red lines) showing the texture (light grey/white)

     

    And now someone is going to post something much easier/fancier/faster of course...

  16. I think that was me who said "go find out yourself", although in my recollection I didn't put it that bluntly.

    When Windows 10 is released I will upgrade my Design Suite to 2016, so in a month or so I will be able to let you know whether 3ds Max 2016 will export the correct dae files or if it will work with an older Collada exporter.

  17. It doesn't matter if I put quotation marks around it or whether you sell it or not. As I clearly said, You are simply not allowed to upload the model without having explicit permission, given by the copyrightholder.

  18. I have a tip, although you won't find it particularly uselful....

    Don't upload the model, not even "for personal use". You can only upload models to which you have full rights, so basically, models you made yourself or models that are in the public domain.

    By uploading the model you grant LL the rights to edit, distribute, sell (etc) the model and you simply do not have these rights.

×
×
  • Create New...